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Version 2.0 added a whole lot to it too, quite a bit of it probably still has some uses left to discover.
To give you an example, the SR latch you mentionned used to take 3 combinators, a single decider combinator is enough for it now (perhaps some cases still require more though) thanks to the decider combinator allowing several conditions with AND and OR like for train conditions.
Like with logic stuff in any game, the biggest part is not setting it up but understanding the various steps you need in order to go from the basic state to what you want to accomplish.
For this, there should be a lot of resources around, since it is also the base any proper developper needs to acquire before even learning how to code.
https://www.youtube.com/watch?v=w9TopXCFk1g
https://www.youtube.com/watch?v=AtN3ewXfZHM
https://www.youtube.com/watch?v=9cemMaCKGfE
https://www.youtube.com/watch?v=8txIZEufYp0
About the "each" signal, it is very useful at times. It lets a single combinator output dozens of different signals if you want it to. You might have 25 signals on a cable, but only want to let those that are > 10 through. You could use 25 decider combinators each dedicated to 1 of the 25 signals, or use 1 decider using "each" for the condition and "each" for the output. Or maybe you want to multiply 18 different signals by -1. Again, very annoying to do without "each".
But at the same time, you are not wrong. Sometimes, a combinator will have an "each"signal where it's in fact nothing but a single specific signal. Since 2.0 it could just be parameterised if made into a blueprint. But in many cases, "each" works universally, so it's even simpler than using parameters.